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contributing:blender:liverysetup [2019/09/21 02:05] willhavehad auto-reload plugin |
contributing:blender:liverysetup [2021/02/20 19:02] (current) |
| You can follow a [[https://drive.google.com/open?id=1--ltH6KcSSJBcawZ1dfMH2dldO_Tg8zN|video (Blender 2.80 and later)]] of this guide. It may be helpful to refer to both the video and this text. |
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====== Preparation ====== | ====== Preparation ====== |
Follow these steps to prepare Blender for previewing liveries | **You can open [[https://drive.google.com/open?id=1P6d2_xXO3ilwgNcpMvIAHviz7vZR1Xmk|this start file]] for Blender 2.80 and later (may work with 2.79 and earlier, but has not been tested) and skip this section** |
| Follow these steps to prepare for previewing liveries |
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- To the right of the topmost menu bar, switch from ''Blender Render'' to ''Cycles Render'' | - If you are using blender 2.79 or earlier, switch from ''Blender Render'' to ''Cycles Render'' in the dropdown to the right of the topmost menu bar. |
- On the menu bar below the 3D view, click the ball icon next to ''Object Mode'' and select ''Material'' | - On the menu bar in the top-right of the 3D view (below the 3D view in Blender 2.79 or earlier, or a file created in Blender 2.79 or earlier), click the ball icon next to ''Object Mode'' and select ''Material'' |
| {{:contributing:blender:2020-04-16_14_13_31-blender_e_documents_rockstar_games_gta_v_liveries_carbonizzare_carbonizzare.bl.png?direct&400|}} |
- Right-click the default cube to select it | - Right-click the default cube to select it |
- Select the Material tab in the Properties pane | - Select the Material tab in the Properties pane {{ :contributing:blender:2020-04-16_14_20_29-blender.png?direct&200|}} |
- Click ''+ New'' | - Click ''+ New'' |
- On the left of the menu bar below the 3D view, click the cube icon and select ''Node Editor'' | - Blender 2.80: Click the icon in the upper-left of the 3D view, and select ''Material Editor'' |
- You should now see a ''Diffuse BSDF'' with its ''BSDF'' output connected to a ''Material Output'' by its ''Surface'' input. | - Blender 2.79: Click the icon in the lower-right of the 3D view, and select ''Node Editor'' |
| - You should now see a ''Principled BSDF'' or ''Diffuse BSDF'' with its ''BSDF'' output connected to a ''Material Output'' by its ''Surface'' input. If so, skip the next three steps. |
- If not, press delete to clear the Node Editor (press ''A'' then delete if this does not clear the Node Editor) | - If not, press delete to clear the Node Editor (press ''A'' then delete if this does not clear the Node Editor) |
- Click ''Add > Output > Material Output'' and click anywhere in the Node Editor to place the node | - Click ''Add > Output > Material Output'' and click anywhere in the Node Editor to place the node |
- Click ''Add > Shader > Diffuse BSDF'' and click anywhere in the Node Editor to the left of the Material Output node to place the node | - Click ''Add > Shader > Diffuse BSDF'' and click anywhere in the Node Editor to the left of the Material Output node to place the node |
- Click and drag from the ''BSDF'' output of the ''Diffuse BSDF'' node to the ''Surface'' input of the ''Material Output'' Node | - Click and drag from the ''BSDF'' output of the ''Diffuse BSDF'' node to the ''Surface'' input of the ''Material Output'' Node |
- Click ''Add > Shader > Mix Shader'' and click with it over the line between the Diffuse BSDF and Material Output | - Click ''Add > Color > MixRGB'' and click in an empty space to the left of the BSDF node to place it |
- Right-click the ''Diffuse BSDF'' node to select it, press ''Shift-D'' to duplicate it, and click anywhere below it to place the duplicate | - Click ''Add > Texture > Image Texture'' and click in an empty space to the left of the ''Mix'' node to place it |
- Click and drag from the ''BSDF'' output of the duplicate ''Diffuse BSDF'' node to the second ''Shader'' input of the ''Mix Shader'' | - Click and drag from the ''Color'' output of the ''Image Texture'' to the ''Color 2'' input of the ''Mix'' |
- Click ''Add > Texture > Image Texture'' and click to the left of the duplicate ''Diffuse BSDF'' to place it | - Click and drag from the ''Alpha'' output of the ''Image Texture'' to the ''Fac'' input of the ''Mix'' node |
- Click and drag from the ''Color'' output of the ''Image Texture'' to the ''Color'' input of the duplicate ''Diffuse BSDF'' | - Click the Shield icon (or F) next to the material name near the top of the material tab in the properties pane. |
- Click and drag from the ''Alpha'' output of the ''Image Texture'' to the ''Fac'' input of the ''Mix Shader'' | - On the left of the menu above (below in 2.79 and earlier) the ''Node Editor'', click the icon and select ''3D View'' |
- In the ''Material'' tab of the ''Properties'' panel, click the ''F'' next to the material name | |
- On the left of the menu below the ''Node Editor'', click the icon and select ''3D View'' | |
- Press ''A'' to select all (press until orange outlines are seen) | - Press ''A'' to select all (press until orange outlines are seen) |
- Press ''Delete'' and click on the confirmation popup | - Press ''Delete'' and click on the confirmation popup |
- Press ''Ctrl-Space'' to hide the 3D cursor | |
- Press ''N'' to show the sidebar | |
- In the ''Display'' section, check ''Only Render'' | |
- Press ''N'' to hide the sidebar | |
- You may want to ''File >> Save'', or ''File > Save Startup File'' as this is a good starting point for previewing liveries | - You may want to ''File >> Save'', or ''File > Save Startup File'' as this is a good starting point for previewing liveries |
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| {{:contributing:blender:2020-04-16_14_36_48-blender.png?direct&400|}} |
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====== Import and texture the OBJ ====== | ====== Import and texture the OBJ ====== |
- Click ''File > Import > Wavefront (.obj)'' | - Click ''File > Import > Wavefront (.obj)'' |
- Browse to and select the file, then click ''Import OBJ'' | - Browse to and select the file, then click ''Import OBJ'' |
- On the ''Material'' tab on the ''Properties'' panel, click the ball icon next to ''+ New'' and select ''F Material'' | - On the ''Material'' tab on the ''Properties'' panel, click the ball icon next to ''+ New'' and select the material created earlier. If you are using the start file linked above, ''view uv.000'' or ''view composite'' is good for most livery making. |
- Click the ''+'' icon next to ''Image Texture'' | - Click the triangle pointing right icon next to ''Base Color [Mix]'' |
| - Click the triangle pointing right icon next to ''Fac [Image Texture]'' |
- Click ''Open'' | - Click ''Open'' |
- Browse to and select the livery image file, then click ''Open Image'' | - Browse to and select the livery image file, then click ''Open Image'' |
Instead of repeatedly opening the livery texture file every time you make a change, you can install a plugin that will automatically reload it every time the file changes. | Instead of repeatedly opening the livery texture file every time you make a change, you can install a plugin that will automatically reload it every time the file changes. |
* If you use GIMP or Photoshop, you can use the add-on [[https://sites.google.com/site/pointatstuffweb/external-paint-autorefresh|External Paint Autorefresh]] | * If you use GIMP or Photoshop, you can use the add-on [[https://sites.google.com/site/pointatstuffweb/external-paint-autorefresh|External Paint Autorefresh]] |
* If you use another program, you can use [[https://blenderartists.org/t/auto-reload-external-images-available-for-blender-2-8x/1113223|Auto-Reload Images]] | * If you use another program, you can use [[https://blenderartists.org/t/auto-reload-external-images-available-for-blender-2-8x/1113223|Auto-Reload Images]] {{ :contributing:blender:2020-04-17_23_51_46-blender.png?direct&400|}} |
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- Download your prefered auto-reload plugin | - Download your prefered auto-reload plugin |
- Click ''Save user settings'' | - Click ''Save user settings'' |
- You may have to enable the auto-refresh functionality when launching blender or opening a file | - You may have to enable the auto-refresh functionality when launching blender or opening a file |
- For ''Auto-Reload Images'', click the clock icon on the right of the top menu bar | - For ''Auto-Reload Images'' |
| - Blender 2.79: click the clock icon on the right of the top menu bar |
| - Blender 2.80: click the ''Timer'' button (with a clock icon) in the ''Context'' tab of the ''Properties'' panel |